I'm doing a variation on it, using the energy idea, the throwing weapons/wands ideas, and some of the skill tree ideas, and varying them a bit. It is quite a cool idea for a class and seems like on that could cover a lot of roles not covered by current classes. (And does better than the other three class ideas I have.)

Contents

The blood elven spellbreakers were a group of warriors formed after the scourge invasion of quel'thalas. While suffering from the loss of the sunwell and the resulting desperate need for magic, and fighting the undead scourge, many former high elven swordsmen turned their need for magic into a combat skill, learning to disrupt and control enemy magical powers, as well as feeding their appetite for magic. After reconquering Quel'thalas and restoring contact with the rest of the world, other races have experimented and learned the spellbreaker arts of disruption and control of magic, to combat new magical threats that have appeared on axeroth. Gnomes, from their natural curiosity, trolls, to combat various voodoo forces and other mysterious forces, and night elves, with their tendency to distrust magic and demon hunter tradition, have also learned the spellbreaker skills.

Becoming a spellbreaker is a challenging process, requiring large amounts of mental focus and strength, and many combat skills involving both magical forces and physical weapons.

The spellbreaker is a combination tank, melee fighter, throwing weapon/wand user, and magic manipulator. It uses mail armor until level 40, where it gets plate. It can use swords, maces, axes (1 and 2 hand for all of them.), daggers, wands, throwing weapons, polearms. Races are trolls, night elves, gnomes, blood elves (See the linked thread for logic, the races seem to work quite well.)

Spellbreakers will use "focus" for their abilities, and will always be in an equivalent of warrior stances called "mentalities". the background idea for this is that spellbreakers will have to be quite disciplined and controlled to use all of their abilities as both physical fighters and to control magic, so focus represents their abilities to think properly and perform their abilities. The "mentalities" reflect the fact that spellbreakers would liekly have trouble focusing on all their abilities at the same time, so can specialize in some, but loose others while in a certain fight. The mentalities will also change which stat focus will be based on, focus will have regeneration rates and maximum amounts based on a different statistic in each mentality. The mentalities would most likely be gotten from quests in a similar way as shaman totems, warlock pets, warrior stances, etc. Spellbreakers would also get items called "orbs", an equivalent of rogue poisons, that would add various effects to their weapons, both melee and ranged.

(I haven't thought of a better name for focus to separate it from the pet ability user, focus sums up how a spellbreaker is supposed to work, so will be used for now.)

Spellbreaker specialty in tanking would be tanking spellcasters either in close combat or at range. they will also have extra skills added for ranged tanking vs. physical damagers, but would also make perfectly good tanks in melee as well against physical and mixed attackers.

Martial mentality: This would be the first one spellbreakers get (At level 1), the idea being that there are so few magic users at this low level that spellbreakers won't be using the advantages much of the magical mentalities at such a low level. It would improve Melee damage by 5%, block chance by 3%, and reduce incoming physical damage by 5%, while reducing spell damage by 5%, and increasing spell damage taken by 5%. Focus is based on strength in this mentality.

Magical mentality: This would probably be gotten around level 6 or some other such early level. It would increase spell damage by 5%, reduce spell damage taken by 5%, give an extra 3% chance to completely resist spells, while reducing physical damage dealt by 5% and increasing physical damage taken by 5%. Focus is based on intellect in this mentality.

Protective mentality: This is a general tanking defense oriented mentality, the idea being that martial mentality would work better against pure physical attackers and magical would be better against pure magical attackers, this one is for groups of both or attackers with strong abilities in both. It reduces all damage taken by 5%, increases threat by 20%, and decreases all damage by 5%. (Basically a mini defensive stance, though the spellbreaker has magical attacks in this case.) Focus would be based on stamina in this mentality, it would be gotten around level 10.

Distanced mentality: This is oriented to ranged combat with some defense. It would be gotten around level 20. It would increase ranged damage by 10%, increase dodge chance by 5%, reduce ranged damage taken by 5% on top of that, while increasing melee damage taken by 5%, and decreasing melee and spell damage dealt by 5%. Focus would be based on agility in this mentality.

Aggressive mentality: This is roughly an equivalent to warrior berserker stance, and would be gotten around level 30. It would increase melee damage dealt by 10%, increase magic damage dealt by 5%, increase all damage taken by 10%, and reduce parry chance by 5%. Focus would be based on spirit in this mentality.

This idea is a copy of warcraft 3 orbs. The graphic would probably involve the circular object circling the weapon of choice. Orbs would work like rogue poisons, produced with a trade skill from bought items, the raw materials would be similar to enchanter raw materials (Though not exactly the same, as otherwise enchanters would just buy the materials from the vendor.)

Arcane orb: Adds arcane damage to attacks.

Orb of disruption: Gives a small chance on each attack to completely interrupt spellcasting.

Orb of feedback: Add a small mana burn effect to all attacks.

Threatening orb: Increases threat dealt by 15% while this weapon is equipped and being used. (Two threat orbs could not be used on the melee and ranged weapon with both having an effect, for instance.)

Orb of slow: Gives a chance per attack to cast a slow spell on target that would slow movement and attack speeds.

Orb of dispell: Every attack has a chance to dispell a magical buff on the target enemy.

Orb of Weakness: debuffs the target with a stacking debuff that reduces armor and attack damage. stacks up to 3 times on a single target. This is a magical debuff.

Melee fighting skills, both offensive and defensive. Physical tanking skills are in here. All of these abilities are usable in martial mentality.

Armor Breach: Deals extra damage, causes extra threat, and debuffs the target with an armor reduction that stacks up to 3 times. This competes with sunder armor. (This skill came from the blizzard forums link.)

Reflecting shield: Increases block chance by 25% for 1 attack, daels 20% of the damage from the blocked attack back to the attacker.

Martial, Protective, Distanced, Magical

Numbing strike: Deals extra damage, causes less threat.

Martial, Aggressive, Magical, Distanced

Maiming attack: 2 second cast, cannot be used 6 seconds after taking damage, is interrupted completely if damage is taken, and both the target and spellbreaker must be in combat. Deals a large amount of extra damage, modified by weapon damage and attack speed.

Magekiller: Deals around 3x weapon damage, modified by weapon speed, to a target that has been interrupted by the spellbreaker 5 seconds or less before the attack.

Martial, Aggressive, Magical

Shield Riposte: After blocking an attack, deals damage, disarms, and causes high threat. Damage is based on shield block value.

Martial, Protective, Distanced

Final blow: Deals damage that increases the lower the percentage of health the target has left. (the damage would probably be exponentiallly based, or based on 1/(percentage left), so that it had a low effect until the target got quite low on health.)

Expose weakness: Critical hits against a target have a 33/66/100% chance to cause a debuff that increases attack power against that target by 3%. Stacks up to 5 times.

30 point talents

Repetition: In aggressive mentality, critical hits increase the chance to critically bit by 1/2/3%, stacking up to 3 times, lasts for 10 seconds. In Protective mentality, Blocks increase block chance by 2/4/6%, stacking up to 3 times, lasting 10 seconds. In martial mentality, both these effects occur, but they can only stack up to 2 times and have only a 66% chance to occur.

Weapon Skill: Increases expertise by 5/10

Combatant's skill: In martial mentality, attacks from the spellbreaker cannot be blocked or dodged and parry chance is increased by 10%, in aggressive mentality, attack speed is increased by 33%, in protective mentality, dodge, parry, and block chances are increased by 7% each. Lasts 30 seconds, 4 minute cooldown. Requires one point in combat flow.

Focused attack: This attack cannot be dodged, blocked, or parried, and causes some extra damage. In defensive, this attack causes a very large amount of extra threat. In martial, this attack causes an armor reduction debuff that stacks with other similar debuffs (sunder armor, expose armor, etc.). In Aggressive, this attack causes a DoT that deals a percentage of its direct damage over several seconds. This talent required a point in combatant's skill

Ranged combat skills, both with wands and thrown weapons. This would also have some spell defense skills and a few offensive skills. Skills with "throw" in the name can only be used with thrown weapons equipped, magical attack skills are require wands and are improved by +spell damage and other spell improving abilities.

Serrated Throw: Deals a bleed DoT and causes high aggro.

Distanced, Protective, Aggressive

Ankle toss: Slows target by 50% for 5 seconds.

Distanced, Protective

Bouncing Throw: Hits up to 2 extra enemies near the target, dealing 1/2 of the previous bounces damage each bounce.

Magical reflection: Reflects the next damage spell back to the enemy caster, avoiding all of its damage and causing 10% of the spell damage to the caster as the opposite school of magic (fire and frost switch, shadow and holy switch, arcane and nature switch.)(This is to allow, for example, fire elementals to be damaged by their reflected fire spells.) 2 minute cooldown.

Ranged Blocking: When using ranged attacks, the spellbreaker gains 20/40/60/80/100% of its melee block chance as a chance to block ranged attacks. (I'm not sure if this talent is programmable, if it were not, I would probably have it as 12/24/36/48/60% of melee block chance is added as dodge chance.)

15 point talents

Improved magic ward: Increases the maximum duration of magic ward by 3/6/9 seconds, and the amount absorbed by 5/10/15%

Deadly attack: Usable after the spellbreaker interrupts or gets a critical ranged hit. Deals a large amount of extra damage. In protective mentality, causes a large amount of extra threat. In distanced mentality, causes the target to take 20% more damage from the next 4 ranged attacks to hitit within 7 seconds.

These include a lot of anti caster spells as well as some direct damage spells.

Capture Spell: Transfers a magical buff or debuff from the target to the spellbreaker. The buff or debuff does not effect the spellbreaker, it is stored for 10 seconds or until it is used, and afterwards will disappear. 5 second cooldown. A friendly target cannot have a buff transfered from them for another 15 seconds.(This could capture curses and magical skills, but not physical DoT's.)

All mentalities

Spell Transfer: Transfers the most recently captured buff to a friendly target or debuff to an enemy target. 5 second cooldown.

All mentalities

Absorb magic: Removes a debuff from an enemy or a buff from an ally and gives the spellbreaker focus. 10 second cooldown, the same target cannot be chosen again for this spell until 30 seconds have passed.

Protective, Magical

Control summoned: Channeled spell, the spellbreaker attempts to take control of an elemental or summoned minion. The channeling takes 5 seconds for a minion and 10 seconds for a non minion elemental. the controlled creature acts as the spellbreaker's pet for 30 seconds, after which it disappears.

Magical

Dispell Minion: Deals high damage to elementals and summoned minions. 3 second cooldown.

Magical, Aggressive

Spell Destruction: All spells stored by the spellbreaker (from capture spell.) are removed, and a certain amount of damage is dealt per spell to enemies around the spellbreaker. The damage type is whatever type the consumed spell's type was.

Magical, Aggressive

Mental Shock: Interrupts epellcasting of target. 8 second cooldown.

Magical, distanced

Dissipate: Channeled spell, usable on a target within 5 seconds after it is interrupted by the spellbreaker. The target losses a large amount of mana per second this spell is channeled.

Magical, Aggressive

Energize: Each stored spell gives allies close to the spellbreaker some mana.

Magical, protective

Energized attack: consumes a stored spell, and adds extra damage of the stored spell's type to the spellbreaker's next attack.

Magical, Aggressive, Distanced

Immolated skin: Consumes focus every second it is active, deals damage to all enemies surrounding the spellbreaker. (This is the warcraft 3 demon hunter spell basicaly.)

These talents help increase orb damage, spell damage, and other various magical abilities. (I'm not very happy with this talent tree at the moment, individualy the talents seems o.k., but the tree doesn't seem to be adding up well. I did it with the retribution tree in mind.)

0 point talents

Magical control: Spell transfer, steal spell have a .2/.4/.6/.8/1 second less cooldown

Focused Casting: Disruption spells cost 1/2/3/4/5% less focus

5 point talents

Improved orb of slow: Increases the slow amount by 3/6/9/12/15%, and increases duration by .2/.4/.6/.8/1 second

Loss of will: All interrupts have a 10/20/30% chance to silence a target for 2 seconds when they successfully interrupt something

Unleashed magic: In magical mentality, spell or orb damage criticals cause a debuff on the target that increases spell and magic damage taken by 3/6/9% for 5 seconds. In aggressive mentality, spell or orb damage criticals cause attack speed to increase by 3/6/9/12/15% and cooldown times to descrese by 5/10/15/20/25% for 5 seconds.

Energy attack: Causes the target to loose mana and take 10% extra damage from the next spell that hits it. Usable in magical and aggressive mentality

25 point talents

Master of Magic: All spell damage is increased by 2/4/6/8/10%

Power Preservation: Stored spells last .4/.8/1.2 seconds longer

30 point talents

Magekilling bolt: Deals a medium amount of damage and stuns the target for 3 seconds. Only usable on the target after it is interrupted. Usable in distanced, aggressive, or magical mentalities

Spell powered orbs: 6/12/18/24/30% of +spell damage applies to orb damage as well

40 point talents

Spellbreaker's gaze: Dispells up to 3 buffs on the target enemy or 3 debuffs on the target ally. If the enemy does not have 3 buffs to dispell, it instead gets up to 3debuffs from the spellbreaker that cause it to take 10% more magical damage (debuff stacks and dispells add up to 3). If the friendly target does not have debuffs to dispell, they get the difference in buffs that increase their magic damage dealt. Usable in magical, protective, aggressive, defensive mentality.

(To explain a bit more how this works, if the spellbreaker uses this on an enemy with 3 buff, those buffs are removed. If the spellbreaker uses it an an enemy with 1 buff, that buff is removed and the enemy takes an extra 20% spell damage. With 0 buffs, the enemy takes 30% more spell damage. The equivalent situations would apply for removing debuffs from friendly targets.)